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Shaughnessy, Michael F.; Fulgham, Susan M. – Educational Technology, 2016
Sigmund Tobias came to the United States in 1948, after his family had fled to China from the Holocaust in Europe. His Memoir ("Strange Haven: A Jewish Childhood in Wartime Shanghai") describes that part of his life. He settled in New York, where he completed his B.A. and M.S. in School Psychology from the City College of New York, and a…
Descriptors: Educational Technology, Interviews, Leaders, Computer Games
Tobias, Sigmund; Fletcher, J. Dexter; Chen, Fei – Educational Technology, 2015
Digital games were reviewed as an emerging tool in educational technology. Factors such as instructional effectiveness, time on task, relationship to curricula, student socio-economic status, violence in games, and game mechanics were considered. Despite considerable variability among studies, larger overall effect sizes for the impact of games on…
Descriptors: Educational Games, Educational Technology, Instructional Effectiveness, Time on Task
Shapiro, R. Benjamin; Squire, Kurt D. – Educational Technology, 2011
Debates in forums such as "Educational Technology" and the National Academies of Science (National Research Council, 2011) emphasize the promise (and indeed recent successes) of digital game-based learning programs, but also the need for research-driven approaches that carefully delineate learning goals. This article introduces one such…
Descriptors: Educational Technology, Scientific Literacy, Science Education, Interdisciplinary Approach
Debenham, Jerry – Educational Technology, 1974
A discussion of SAFE (Simulating Alternative Futures in Education), a computerized classroom game which synthesizes the growing body of futurist techniques and literature into a meaningful learning experience for students of social change. (Author)
Descriptors: Class Activities, Computer Assisted Instruction, Educational Change, Educational Games
Driskell, James E.; Dwyer, Daniel J. – Educational Technology, 1984
Examines advantages of using videogame format for training, including practicality, relatively inexpensive hardware, ability to use multi-purpose software modules, motivational advantages of increased student interest and instructional effectiveness, and instructional features such as the adaptive interactive nature of videogames. An example of a…
Descriptors: Computer Assisted Instruction, Definitions, Educational Games, Epistemology
Sims, Roderick C. H. – Educational Technology, 1993
Provides an overview of computer-based training and education in Australia. Highlights include elementary and secondary schools; computer hardware; learning tools, including educational games and CD-ROMs; tertiary education, including Institutes of Technical and Further Education (TAFE) and universities; the Australian workforce, including…
Descriptors: Computer Assisted Instruction, Educational Games, Elementary Secondary Education, Foreign Countries
Sweeters, William – Educational Technology, 1994
Popular electronic tools for learning--tutorials, educational databases, learning nodes, simulations and educational games--are described, and their functions as part of the learning system are examined using Gagne's Events of Instruction model. Figures representing tutorial models are included. (Contains seven references.) (SLW)
Descriptors: Authoring Aids (Programming), Computer Assisted Instruction, Computer Simulation, Courseware